Hex-mokus
Moku games (ie, achieve n in-a-row pattern to win) are usually played on square boards with four directions (horizontal, vertical and two diagonals). When translating to a hex board there are one problem, hex tillings only have three directions, which is too few, so the direct translation of hex-moku is a very drawish game, since there are no space to create winning positions with multiple threats. One way to prevent this is to use six directions to win, extending the types of lines inside the board. Here are some possible examples with sample games, including a standard three directions (which ended in a not so surprinsing draw):Triangular Go Moku on the vertices of a hexagonal grid.
Winning rows in six directions.
AB CD EF GH IJ KL MN OP QR ST UV WX YZ ab
1 . .
2 . . . .
3 . . . . . .
4 . . . . . . . .
5 . . . . . . . . . O
6 . . . . . . . . . . . .
7 . . . . . . . . . . X . . .
8 . . . . . . . O . . X . . .
9 . . . . . . . . X O O . . .
10 . . . . . . O . X X . . . .
11 . . . . . . O X X X X O . .
12 . . . . X . X X O . . X . .
13 . . . . . O X O O . . . O .
14 . . . . X O O O . . . . . .
15 . . . . . O . O . . . . . .
16 . . . . X . . . O . . . . .
17 . . . . . . . . X X . . . .
18 . . . . . . . . . . . . . .
19 . . . . . . . . . . . . . .
20 . . . . . . . . . . . . . .
21 . . . . . . . . . . . . . .
22 . . . . . . . . . . . .
23 . . . . . . . . . .
24 . . . . . . . .
25 . . . . . .
26 . . . .
27 . .
"O" won with a row at M10, N11, O13, P14, Q16
HEX Go Moku I (winning rows in 3 directions)
Sample Game:
XXX OOO
1. i9 j10
2. i10 j11
3. j9 k9
4. i8 i7
5. i11 i12
6. h7 k10
7. g6 f5
8. h8 j12
9. h9 j13
10. j14 h6
11. j8 g8
12. k8 l8 (f)
13. f9 g9 (f)
14. h11 h10(f)
15. h12 i13
16. k13 i5
17. g5 g3
18. j6 i3
19. i4 f6
20. f4 k5
21. j5 j7 (forced)
22. j4 n10 Draw
. . . . . . . . . 1
. . . . . . . . . . 2
. . . . . . O . O . . 3
. . . . . X . . X X . . 4
. . . . . O X . O X O . . 5
. . . . . O X O . X . . . . 6
. . . . . . . X O O . . . . . 7
. . . . . . O X X X X O . . . . 8
. . . . . X O X X X O . . . . . . 9
. . . . . . O X O O . . O . . . 10
a . . . . . X X O . . . . . . . 11
b / . . . . X O O . . . . . . . 12
c . . . . O O X . . . . . . 13
d / . . . . X . . . . . . . 14
e . . . . . . . . . . . 15
f . . . . . . . . . . 16
g . . . . . . . . . 17
h / / /
i j k l m n o p q
HEX Go Moku II with 3 move equalization (winning rows in 6 directions)
Sample Game:
XXXX OOOO
1 g11 m9
2 s7 m7
3 m11 j8
4 p10 p6
5 g9 n8
6 l10 o7
7 q5 (f) k7 wins in 3
8 i7 or q7 l8 (double 3)
abcdefghijklmnopqrstuvwxy
- 1
- - - - 2
- - - - - - - 3
- - - - - - - - - - 4
- - - - - - - - X - - - - 5
- - - - - - - O - - - - 6
- - - - -(O)O O - X - - - 7
- - - - O - O - - - - - 8
- - - X - - O - - - - - - 9
- - - - - X - X - - - - 10
- - - X - - X - - - - - - 11
- - - - - - - - - - - - 12
- - - - - - - - - - - - - 13
- - - - - - - - - - 14
- - - - - - - 15
- - - - 16
- 17
I see now that 5) ... n8 wins in 4 always ending the same double three at l8. Since 5) g9 (or s5) was forced, the 4) ... p6 wins in 5. The first two 'X' moves I suggested didn't even slow 'O' down.
More information at http://www.di.fc.ul.pt/~jpn/gv/hexgomoku.htm.
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